Rebecca Richards
Game Design
My latest work is due out this October. I served as a Senior Level Designer on the project and I cannot wait for the work that I've done to be unleashed on the world. This is one of those kind of projects that makes you want to become a game designer and I'm proud of every contribution I made to this game.
ALAN WAKE II
Remedy Entertainment (2023, Upcoming)
My first project for Remedy, I worked on the Operation Spectre Campaign towards the production phase of development and took over a great deal of the encounter design for the first map in the game. It was a pleasure to finally work professionally on a first-person shooter.

The game ended service in 2023 and is no longer playable.
CROSSFIRE X
Remedy Entertainment (2022) (Closed 2023)
I worked as a Level Designer on this project primarily focusing on puzzle design with my most prominent and favorite contribution being the chess puzzle in the Croft Manor flashback sequence early in the game. It went through many difficult iterations, especially because we needed to have updates to the game's physics engine added to enable the gameplay, but the player feedback was so positive that it was worth the extra work.
SHADOW OF THE TOMB RAIDER
Eidos Montréal (2018)
Working on a fun platforming series was a delight. I served as a contract Level Designer and did work primarily on Gadfly Glades, the Vault of the Ancients, and Monstrous Isles. Vault of the Ancients was the level with my most contributions due to a unique mechanic we developed involved magnetizing the player. This was a true lesson in how to teach new mechanics because our play testers were mostly young children and it took several tries to figure out the best way to convey this fun but unique idea to them.
Vicarious Visions (2015)
SKYLANDERS SUPERCHARGERS
WildStar was my first and to date only MMORPG. I worked as a Content Designer on the project. My largest contribution to the game was the early game Mordesh missions, The Grim Reapers and both the conceptual design of the Grimhold region and the content design of the quests and mission content in the space. Grimhold was handed to me as an empty field with a summary of some lore, so in this scenario I teamed up with a World Designer to paper-map plan the space around the mission content I wanted. As most of WildStar's missions were developed after the maps were already locked in place, I had a lot more freedom in my quest design to adapt the level as it was in development to tell a dramatic and dark story about the history of the Mordesh race, then end it with a dramatic motorcycle ride out of an exploding city.

The game ended service in 2018, but there is nothing that makes me happier than when I run into people who played it during its four year lifespan and dearly loved it.
WILDSTAR
Carbine (2014) (Closed 2018)
My first project in which I began as a level designer and ended in a production assisstant role. While I learned a great deal about the other side of game development from my time in the production seat, I decided early on that I would go back to design as I preferred being hands-on with the creative process. In my design capacity, I assisted in block out and combat development of a town level that was later cut after I switched to production.
SORCERY
Skydance Interactive (formerly The Workshop Entertainment)
(2012)